Build Title: In Your Face Fury
Class: N7 Fury Adept
Map Difficulty Rating: This build has the potential for Gold gameplay
Annihilation Field: (4) Impact Radius, (5) Movement Speed, (6) Drain
Dark Channel: (4) Duration, *(5) Refer to Strategy, (6) Pierce
Throw: (4) Radius, (5) Detonate, (6) Force & Damage
N7 Fury: N/A
Fitness: (4) Durability, (5) Shield Recharge, (6) Fitness Expert
As far as weapons go, my main rule is to keep above 190% cooldown. Previously, my weapon of choice was an Acolyte with Damage mod, and Melee Stunner, along with Cryo ammo. This gave me a nice weapon that can be fired point blank to do nice AoE damage, along with a bit of crowd control from the cryo ammo. Since the shot isn’t a standard shot, I didn’t feel comfortable with a headshot modifier, and it was already light enough to ignore lightweight materials. While this weapon may seem in contention with the Drain ability of Annihilation Field, it does help quite a bit against bosses who have large shields, or for popping shields at long range to make sure your biotic explosions are extremely powerful.
Alternate weapon choices would be effectively anything you are comfortable with. An SMG would easily fill the hole, and I’ve seen many Fury’s using the N7 Hurricane (great damage, bad stability which can be mostly mitigated by SMG Recoil Systems) for their short range finisher. Depending on your weapon level and lightweight materials, one of the heavy pistols might be a good bet, such as the Carnifex or Paladin, to supplement your long range abilities (and go for the occasional ground shot execution).
I have seen the Wraith Shotgun becoming more and more prominent on Caster classes like this one, and it would complement the in your face play style extremely well, provided the weight is low enough to make sure you can throw often enough. The Wraith’s weight drops significantly at higher levels.
Permanent Gear wise, I usually stick with the Commando Package, because it complements my Pistol (Acolyte) and the Biotic Damage of my abilities (but biotic explosions don’t benefit from it). Alternative choices would be an Expert Package, if you like SMGs due to the power recharge. Or Even Structural Ergonomics for the higher recharge. It all really depends on your specific levels. In my case the Commando Package hit level 5 long before anything else did and gave me twice the numbers any other mod did. It’s really up the store and preference here.
Consumable wise, my favorite is the level 3 Adrenaline Module. With the move bonus on Annihilation Field stacked with this, you can give Usain Bolt a run for his money. That being said, it allows you to move in and out of combat extremely quickly, including running right THROUGH enemies to safety. However, if you are out or want a safer alternative, Cyclonic Modulators are always a safe bet on anyone. +100% shields means when you drain shields you will have just that much more bulk to survive and do more damage. But I don’t put much stock in consumables, if the build won’t work without them (within reason), it’s simply not worth using.
Strategy wise, there’s little complexity. If you can run into a group without taking too long (so you don’t get shot at) do it and kill everything with biotic explosions every second and change. You will have to get a feel for how tough you are and that’s not something a blurb here will teach you. I will however, give a number of basic tips that I’ve learned, which make me a high scoring player. First: use corners, your biotic field extends through walls, so you can prime enemies from cover then blast their faces in. Second: your dodge can go through walls, it is generally faster to sidestep through walls but not all walls can be sidestepped. If that’s the case, try a heavy melee, you can likely make it through that way. Smaller maps with lots of rooms and hallways are perfect for this trick, it will let you get to someone’s aid quickly, get out of trouble, and just generally be where you can do the most good. Thirdly: when in doubt run. With the HUGE movement speed bonuses and teleporting side steps, you can get in and out of all kinds of situations. It pays to learn how to do more than run straight away from an enemy. Lastly: there’s a fun little shuffle step that allows you to biotic explosion a single target constantly. With the move speed bonuses this is significantly easier. It simply involves moving the enemy in and out of your field and using throw once they re enter. This allows for extreme damage against targets like banshee/atlas/prime/brute, and often happens incidentally against enemies like dragoons and pyros since they get knocked back by your biotic eplxosions in the first place.
Some specific enemies that give problems to many close range characters are Brutes, Phantoms, and Pyros. In these cases, the Fury (and my build) are well suited to handling them. Brutes give visual notice when they’re about to jump or charge, it is extremely easy to phase sidestep out of range and continue the biotic explosion parade. Phantoms which are normally scary, are extremely easy to handle. One shot from the acolyte (500% damage vs shield/barrier + 25% more from the barrel) will take out a phantom’s shields almost entirely on Gold. Then they are just one biotic explosion or two more Acolyte shots away from getting destroyed. In the case of Pyros, you generally want to open with a BE to steal their shields because they’ll likely start flaming you. Then I usually drop an acolyte shot and shuffle step to do the second BE which should kill them. If there are more than one, you can BE the second one since he’ll be primed already (without having to do the shuffle step trick). This premise also applies to any enemy that survives one biotic explosion. Two Marauders for example, run up and explode the first one, then throw the second one to create the second explosion which will kill them both.
3.5 - It is certainly easier to play than a Drell Vanguard Melee build, however you are always placing yourself in the thick of enemies and it is easy to bite off more than you can chew. However, the mechanics are fairly easy, walk up to an enemy and use throw. The hardest parts are playing this build well, knowing when to go in and out of combat, how to back out of combat, and what tricks to use when. Once those tricks are down, this class is almost always a top scorer on Gold and generally safe to play.
A16, A14, A12, 3:A12, C2